Engineering (Apocalypse)
Engineering is the discipline of 'making stuff'.
Engineering Workshop Facility
The workshop is available as a Small facility in the beginning, and when the relevent research is completed, a Large facility will be an option. Placing small or large workshops would be ideally spread across all bases to limit the possibilty of losing all manufacturing capability if built only in one base.
Manufacturing
These is nothing to built at the start!
X-Com will need to build more facilities in the future to enable the manufacture of advanced weapons, crafts and devices, armors, etc. Constructing an item will allow a profit to be made when sold on the market.
- Optimising production allows larger profits!
Completion And Timing
The timing to finish any project is always completed on the hour.
- Multiple small items of the same type built over a multiple day production run, will efficiently use workshop space and engineer skill instead of short stop-start projects.
- Maximum quantity in any project is 50. The slider can be moved at anytime to increase or decreased this amount, up to the limit.
- A project started within the current hour, will be calculated as if it started from the beginning (of this hour).
- eg: a project started at 0:59 and needing one hour to build three items, will complete the project in one minute! ...because always completed on the hour. (see Build Time‡ below)
- Building something that can be recovered from a mission may not be the best use of the workshop. If nothing is needed to be built, build anything that gives the best profits.
- An idle workshop is wasting money! Get your money's worth!
Cancel A Project
If needing to start a new project as soon as possible and there is a large project already in progress, it is best to not outright cancel it, but to move the slider to have no more remaining items in the build queue and then allow this product to finish. If cancelled, the progress made with this last item will be lost, including any costs.
- Massive projects, usually taking many days for just one item and should be planned so that it is not cancelled.
- If a project will still take many hours to complete with no more items remaining in the quantity queue, the decision to cancel (usually something big and expensive) may be an unacceptable waste of funds.
- Time is money!
Overheads
or, Costs Of Upkeep
Engineers receive a salary and maintenance of facilities (living and workshop) which will reduce your profits by a certain amount each and every week. Once a project's profit is calculated without interuption (preferably over a whole week), it is then matched with the size of the facility being used. Profit totals will become more accurate:
- Small Workshop costs = 250
- Living quarters is half filled, so maintenance can be halved as well.
- Large Workshop costs = 500
- An idle workshop is inefficient! Make something even if it is barely profitable!
Flooding The Market
Every item is profitable to manufacture, but your sell price (and eventual profit) is determined by market forces. If you are selling so much (ie: flooding) that you drive the price down in the proceeding weeks, you will have to re-evaluate each manufacturing run using this new sell price of the new week, to find the best profits.
- Items recovered or built-in-bulk may be hoarded until the sell price rises if storage space is of no concern.
Items have differing amounts in the Market Capacity column which is a rough indicator of how many you can sell before you influence the Sell Price towards its lowest value.
eg: selling x25 Dimension Missiles may slightly reduce the new-week sell price, but selling x25 Disruptor Guns will be classed as 'flooding' and will drive the sell price down, faster with a 'flood' every consecutive new week.
- An idle workshop is not making money! Swap manufacturing projects every week to avoid flooding the market with a single item.
Chart Definitions And Formulae
Note: Advanced Workshop = Large
Small Workshop = 500 total skill, maintenance 250 per week.
Large Workshop = 1000 total skill, maintenance 500 per week.
- Manufacture Item: no know = no no.
- Build Cost: Internal cost to build one item.
- Build Time‡: Internal time to build one item if spanning multiple hours.
- Build Time H: Produce one unit in amount of hours (unrounded), based on Facility.
Build Time H = {Build Time ÷ Facility}
- Facility: Small (500) or Large (1000). Using Large to build Small items allows double production quantity and profit.
- Market Capacity: how much to sell before price starts to gets affected at the end of the week, every week.
- Sell Price: typical of the market.
- Raw Profit: sell one of something to get this amount of credit-dollars (disregarding maintenance costs or time taken to build).
- Profit Per Build Time: portion of a credit-dollar you get for each tick of the build clock (Facility irrelevant, not based on hours).
Profit Per Build Time = {Raw Profits ÷ Build Time}
- Profit Per Hour: $$$.¢¢ money per hour dependant on Facility
Profit Per Hour = {Raw Profits ÷ Build Time H}
- Quantity Per Week: un-interrupted production in a full and exact one week, 168hours (disregarding maintenance).
Quantity Per Week = {168 ÷ Build Time H}
- Profit Per Week: comparison of a total week production run which will depend of maintenance which is not included.
Profit Per Week = {Quantity Per Week × Raw Profit}
Manufacture Item | Build Time | Facility | Build Time H¹ | Build Cost | Sell Price | Raw Profit² | Profit Per Build Time³ | Market Capacity |
Profit Per Hour³ | Quantity Per Week† | Profit Per Week³ |
---|---|---|---|---|---|---|---|---|---|---|---|
Bio-Transport Module | 4000 | small | 8 | 750 | 950 | 250 | 0.0625 | 4 | 31.25 | 21 | 5250 |
Boomeroid | 3000 | small | 6 | 230 | 840 | 610 | 0.2033↓ | 15 | 101.67 | 28 | 17080 |
Vortex Mine | 5000 | small | 10 | 250 | 1130 | 880 | 0.176 | 25 | 88 | 16.8 | 14784 |
Disruptor Gun | 7000 | small | 14 | 600 | 2100 | 1500 | 0.2143↓ | 10 | 107.14 | 12 | 18000 |
Devastator Cannon | 12000 | small | 24 | 1200 | 4500 | 3300 | 0.275 | 20 | 137.5 | 7 | 23100 |
Dimension Missile Launcher | 5500 | small | 11 | 1200 | 3100 | 1900 | 0.3455↓ | 25 | 172.72 | 15.27 | 39018 |
Dimension Missile | 4000 | small | 8 | 400 | 1300 | 900 | 0.225 | 30 | 112.5 | 21 | 18900 |
Personal Disruptor Shield | 14000 | small | 28 | 2000 | 5770 | 3770 | 0.2693↓ | 30 | 134.64 | 6 | 22620 |
Personal Cloaking Field | 18000 | small | 36 | 3000 | 8300 | 5300 | 0.2944↓ | 30 | 147.22 | 4.667 | 24733 |
Personal Teleporter | 25000 | small | 50 | 6000 | 18200 | 12200 | 0.488 | 40 | 244 | 3.36 | 40992 |
Toxigun | 3000 | small | 6 | 1200 | 2780 | 1580 | 0.5267↓ | 8 | 263.33 | 28 | 44240 |
Toxigun Toxin A | 800 | small | 1.6 | 200 | 500 | 300 | 0.375 | 16 | 187.5 | 105 | 31500 |
Toxigun Toxin B | 900 | small | 1.8 | 300 | 700 | 400 | 0.4444↓ | 16 | 222.22 | 93.3 | 37333 |
Toxigun Toxin C | 1000 | small | 2 | 400 | 900 | 500 | 0.5 | 16 | 250 | 84 | 42000 |
Anti-Alien Gas Heavy Missile | 1200 | small | 2.4 | 280 | 700 | 420 | 0.35 | 15 | 175 | 70 | 29400 |
Anti-Alien Gas Mini Missile | 1600 | small | 3.2 | 360 | 900 | 540 | 0.3375 | 30 | 168.75 | 52.5 | 28350 |
Anti-Alien Gas Grenade | 1000 | small | 2 | 250 | 600 | 350 | 0.35 | 15 | 175 | 84 | 29400 |
Disruptor Armor - Head & Chest | 3800 | small | 7.6 | 1500 | 3480 | 1980 | 0.5211↓ | 20 | 260.53 | 22.11 | 43768 |
Disruptor Armor - Arms & Legs | 3400 | small | 6.8 | 1200 | 2830 | 1630 | 0.4794↓ | 20 | 239.71 | 24.71 | 42271 |
Disruptor Bomb Launcher | 8000 | large | 8 | 3000 | 7000 | 4000 | 0.5 | 8 | 500 | 21 | 84000 |
Disruptor Inversion Bomb | 4000 | large | 4 | 1500 | 3500 | 2000 | 0.5 | 25 | 500 | 42 | 84000 |
Stasis Bomb Launcher | 6000 | large | 6 | 2000 | 4760 | 2760 | 0.46 | 10 | 460 | 28 | 77280 |
Stasis Field Bomb | 2000 | large | 2 | 1200 | 2650 | 1450 | 0.725 | 20 | 725 | 84 | 121800 |
Disruptor Multi-Bomb Launcher | 10000 | large | 10 | 4000 | 9260 | 5260 | 0.526 | 14 | 526 | 16.8 | 88368 |
Disruptor Multi-Bomb | 5000 | large | 5 | 1800 | 4230 | 2430 | 0.486 | 30 | 486 | 33.6 | 81648 |
Light Disruptor Beam | 12000 | large | 12 | 2000 | 5600 | 3600 | 0.3 | 5 | 300 | 14 | 50400 |
Medium Disruptor Beam | 20000 | large | 20 | 4000 | 10500 | 6500 | 0.325 | 10 | 325 | 8.4 | 56400 |
Heavy Disruptor Beam | 35000 | large | 35 | 8000 | 20500 | 12500 | 0.3571↓ | 15 | 357.14 | 4.8 | 60000 |
Small Disruption Shield | 20000 | large | 20 | 5000 | 12500 | 7500 | 0.375 | 10 | 375 | 8.4 | 63000 |
Large Disruption Shield | 30000 | large | 30 | 8000 | 19800 | 11800 | 0.3933↓ | 15 | 393.33 | 5.6 | 66080 |
Cloaking Field | 35000 | large | 35 | 6000 | 16450 | 10450 | 0.2986↓ | 17 | 298.57 | 4.8 | 50160 |
Teleporter | 45000 | large | 45 | 11000 | 27700 | 16700 | 0.3711↓ | 20 | 371.11 | 3.73 | 62347 |
Advanced Control System | 15000 | small | 30 | 4000 | 8000 | 4000 | 0.2667↓ | 6 | 133.33 | 5.6 | 22400 |
Dimension Probe | 25000 | large | 25 | 6000 | 10000 | 4000 | 0.16 | 2 | 160 | 6.72 | 26880 |
Bio-Trans | 35000 | large | 35 | 12000 | 34000 | 22000 | 0.6286↓ | 2 | 628.57 | 4.8 | 105600 |
Explorer | 55000 | large | 55 | 22000 | 44000 | 22000 | 0.4 | 2 | 400 | 3.05 | 67200 |
Retaliator | 75000 | large | 75 | 35000 | 70000 | 35000 | 0.4667↓ | 2 | 466.67 | 2.24 | 78400 |
Annihilator | 100000 | large | 100 | 50000 | 100000 | 50000 | 0.5 | 2 | 500 | 1.68 | 84000 |
¹ Based on listed Facility ie: Small will use 500, Large will use 1000 in the final calculations
² Not regarding time, salary, maintenance.
³ Rounding is only used for display only, all other calculations use the real number.
↓ Shortened to four decimal places.
† Quantity listed as decimal number = optimisation needed if not doing multi-week projects.
Conclusion
Optimisation
Every single skill point closer to the perfect 1000 total skill will decrease the time taken.
- "Project Complete" screen only appears at the start of a new hour. If your project takes even one more minute into the new hour, you lose 59minutes because ..."start of a new hour"!
- The best scenario would be to time a project so it finishes exactly on-a-new-hour when exact numbers are used in the calculation, but
- Timing a project's end time when decimal numbers are included will give a very close approximation, so making it finish with no more than one minute before the hour allows some rounding errors.
- If a small project can complete in one hour, the end-time will be at the end of this current hour irrelevant of when it was started (see above Build Time‡).
ad infinitum ad nauseam
Profits and all the calculations...
- Start a project to last many days so that losing 1hour of time at the end becomes insignificant.
- eg: losing 1hour of a 96hour total time production run is almost irrelevant, but losing 59minutes every 1hr+1min project run is unacceptable waste.
- The amount of exotic items recovered on the battlescape will be much more profitable if you can manage to stop blowing things up for even just a second!! ...than trying to squeeze out the perfect production run. Its not an Accounting game.